45 lines
1.0 KiB
GLSL
45 lines
1.0 KiB
GLSL
/**
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* @file WLSkyF.glsl
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*
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* $LicenseInfo:firstyear=2005&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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/////////////////////////////////////////////////////////////////////////
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// The fragment shader for the sky
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/////////////////////////////////////////////////////////////////////////
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VARYING vec4 vary_HazeColor;
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uniform sampler2D cloud_noise_texture;
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uniform vec4 gamma;
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/// Soft clips the light with a gamma correction
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vec3 scaleSoftClip(vec3 light) {
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//soft clip effect:
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light = 1. - clamp(light, vec3(0.), vec3(1.));
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light = 1. - pow(light, gamma.xxx);
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return light;
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}
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void main()
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{
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// Potential Fill-rate optimization. Add cloud calculation
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// back in and output alpha of 0 (so that alpha culling kills
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// the fragment) if the sky wouldn't show up because the clouds
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// are fully opaque.
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vec4 color;
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color = vary_HazeColor;
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color *= 2.;
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/// Gamma correct for WL (soft clip effect).
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gl_FragData[0] = vec4(scaleSoftClip(color.rgb), 1.0);
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gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
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gl_FragData[2] = vec4(0,0,1,0);
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}
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